Difference between revisions of "Shiserval Dojo"
m |
|||
Line 151: | Line 151: | ||
|[[File:Apr22ActiveBoss.png|120px]]<br> | |[[File:Apr22ActiveBoss.png|120px]]<br> | ||
'''Sunday'''<br> | '''Sunday'''<br> | ||
− | {{ | + | {{KF3Friendly|25px}} '''Friendly''' |
|'''Turn 1''': 1 Single Target Attack, guaranteed {{KF3 Overheat|25px}} Overheat (2 turns), 1 Single Target Attack<br> | |'''Turn 1''': 1 Single Target Attack, guaranteed {{KF3 Overheat|25px}} Overheat (2 turns), 1 Single Target Attack<br> | ||
'''Turn 2''': Boss gains Evasion (20%, 2 turns), 1 AoE<br> | '''Turn 2''': Boss gains Evasion (20%, 2 turns), 1 AoE<br> |
Revision as of 12:29, 25 June 2022
Shiserval Dojo | ||||||||
---|---|---|---|---|---|---|---|---|
Quest Data | ||||||||
|
Shiserval Dojo is a mode in Kemono Friends 3. It is unlocked after completing Main Story Chapter 3-12.
Gameplay
Shiserval Dojo is a score-attack mode where players have 10 turns to deal as much damage as possible to a Boss which respawns when defeated, which is then converted into a final score. The highest scores each month are recorded on the leaderboard, and the player can also check their top score for each day of the week for the current month. The Dojo operates in Seasons which last two months that feature seven Bosses, one for each Type with Sunday's Type being a repeat (but is a different boss from the other Boss of the same type). Each season also has different Terrain which is important when considering Friends which gain bonuses from specific Terrain types. Once the Season ends, new Bosses appear with new movesets. Each boss comes with its own set of status effects, move order, Miracle, and sometimes two Minions or special conditions that increase damage taken while afflicted with a status effect.
Dojo can only be done once per day, unless the player spends 20 Kirakira to get another attempt (limited to once per day). There is a Weekly quest which gives 20 Kirakira for completing 8 Dojo battles, meaning that the Kirakira is returned if the player does all 7 free daily attempts for the week in addition to the 2nd attempt, allowing the player to get extra rewards from Dojo without losing any Kirakira if they remember to do all 8 battles.
Rewards
Dojo offers two types of rewards: daily and monthly. Daily rewards include Starglass, Small Augites (500,000 minimum score), Riukiu Fashion Medals (500,000 minimum score) and Proof of Strength (4,000,000 minimum score). Each month, a new Friend is given the Café Uniform outfit which comes in four colors: Yellow, Green, Blue, and Pink. Monthly rewards refers to the latter three: 100th-11th place receive Café Uniform Green, 10th-2nd place receive Blue and 1st place receives Pink. Starglass is used for upgrading the Labyrinth. Riukiu Fashion Medals are used to buy the Yellow Café Uniforms and Coins.
Special Mechanics
Unless removed by Joy, the Dojo boss is always under the effects of two debuffs: Attack Down against Type the Boss is weak toa and Defense Down against Type the Boss is weak to.
Each turn, all Friends which do not have a Type advantage against the Boss will lose all MP unless their Miracle is charged.
Each time the Boss is defeated, the Boss respawns with increased HP and attack, but slightly less defense, meaning the stronger the player's party is, the quicker the Boss will be defeated and the stronger it will become, and in turn the quicker it defeats the player's Friends. Currently, every 6th defeat of the Boss gives all Friends 10 MP and 1 Ricebowl charge.
Strategy
It is essential to use Friends which have a type advantage against the Boss if one seeks to score high and obtain the rewards associated with Dojo.
Team composition usually involves bringing at least one Friend that buffs team damage, though some players may use two buffers. Friends which inflict Defense Down using their Miracle are also highly valuable for increasing the damage dealt by other Friends' Miracles in succession. Friends with AoE Miracles and AoE Beat!!!s are less effective in Dojo days that do not have Minions, so it's advisable to avoid them unless the Boss has them.
The general strategy for Dojo is to charge all five Miracles and then use them in succession (a Miracle rush) at the end to make the most out of damage buffs, Try!! Charge, and Beat!!! Choruses. Typically, aim to do a Try!! Chorus before the turn you're going to use your Miracles on. During your Miracle turn, try to make Beat!!! Choruses to take advantage of the large damage buff it gives.
Choice of Captain Skill can strongly impact final score. Flag Swap and More Plasm are more random, but have much higher upper limits to what they can achieve, while Attack Up is less random, but has a lower maximum effectiveness. Attack Up is easier and the recommended choice for new players.
- Flag Swap enables the player to set up Action!, Try!!, and Beat!!! Choruses with ease, making it easy to charge Miracles, gain a large Try!! Charge before using Miracles, and to do a Beat Chorus when using Miracles to massively increase damage.
- More Plasm can enhance a large Try!! Charge to give absolutely massive damage boosts to Friends, as much as +200-300%.
- Attack Up gives a sizable damage buff (50-60%) to all Friends.
Use of Standby Skills can also make a significant impact on score. Making use of the ability to turn off Standbys so they are not wasted early in the Dojo is important to maximize their effectiveness, such as using a Standby that gives a damage buff the turn before doing a Miracle, using a Standby that removes a status from the Boss like Joy after the boss gains it, or using a Standby that removes debuffs and status effects from allies after they're inflicted.
In some Dojo seasons, Minions will cause the boss to take additional damage when defeated. Furthermore, some players may opt to attack minions entirely over the boss to avoid scaling the Boss's damage (foregoing the +10 MP and Ricebowl Charge bonus from 6th defeat) if their Friends are weaker so that they can take advantage of the full 10 turns of the Dojo without worrying about their Friends being KO'd early.
Current Season Bosses (June, July 2022)
Current Terrain: Savanna
For clarity's sake: When a status effect has a turn count listed, the turn it is applied is counted in the number. For example, if the Boss stuns one of your Friends and that stun only affects you on one subsequent turn, its duration will be written as 2 Turns in this table. A status that lasts two player turns would be written as 3 Turns in the table, and so on.
Additional Clarification: When "Projectile" attacks are mentioned, it means non-AoE attacks which can hit multiple random Friends. They are capable of hitting the same Friend multiple times as well as hitting the maximum number of targets.
Boss, Day of Week, Type | Moveset | Miracle | Notes |
---|---|---|---|
Turn 1: 1 AoE, chance to Freeze, 2 Projectiles Turn 2: 2x 2 Projectiles |
AoE, chance to inflict Lost Flag (2 turns). | ||
Turn 1: 1 Front Row AoE, 1 Single Target Attack and Boss gains Reflect (1 Stack, 30%) Turn 2: 2 Single Target Attacks, inflicts Paralyze (2 turns) |
AoE, only does damage. | ||
Turn 1: 1 Single Target Attack, can inflict Freeze, 2 Projectiles Turn 2: 2x 2 Projectiles) |
Single target, medium/high? chance to inflict Pain for 2 turns. | Boss's Joy wears off after Turn 8, or can be removed early with Large-Billed Crow/KF3. | |
Turn 1: 1 AoE, 1 Single Target Attack Turn 2: 1 AoE, chance to inflict Overheat (3 turns), 1 Single Target Attack |
AoE, medium-high chance to inflict Sleep (3 turns). | This boss has two Squirrel (Single Target) Minions. Defeating each of them boosts the attack of your Friends and the Boss. | |
Turn 1: 2 Projectiles, 1 Single Target Attack Turn 2: 1 Single Target Attack, medium chance to inflict Gloom (3 turns), 1 Single Target Attack |
AoE, medium-high chance to inflict Bravado (2 turns) | ||
Turn 1: 2 Single Target Attacks Turn 2: 1 Single Target Attack, 1 AoE, chance to inflict MP Drain (15 per turn over the next two turns) |
AoE, only deals damage | Boss takes 15% more damage while afflicted with Amnesia.
Unless you can remove the Joy, such as with Large-Billed Crow/KF3, wait until Turn 10 to use your damage-dealing Miracles. | |
Turn 1: 1 Single Target Attack, guaranteed Overheat (2 turns), 1 Single Target Attack Turn 2: Boss gains Evasion (20%, 2 turns), 1 AoE |
AoE, medium-high chance to inflict Pain (2 turns). |